In sniper CTF FeignDeath not work for drop the flag .... is it configurable ?

What do you mean? This mod doesn't affect feigndeath nor the flag drops at all...

Quote:

Originally Posted by maggi

i think i must spend a time to understand all configurable things in the ini, for example i cant stop telefrag.

I am doing a document with all these things cleared up for both server admins and developers.

In the meanwhile, if I understood correctly, you want to disable telefragging from the razored translocator?
If that's so, that setting is in the Mod menu > Nali Weapons 3 Gameplay Settings > Weapons > R.T. (settings) > then look for the telefrag checkboxes.

Or you can go directly to the NWeaponsCfg.ini, in the [NWRTV3.RT] and find these settings:
enableNormalTelefrag=True
enableRazorTelefrag=True
And turn them to false.

You learn UnrealScript mainly by reading other people's code. Removing code without an important reason (download size reduction and lack of helpfulness are not important in that sense) is extremely antisocial IMHO. Sure, without the source code the package is smaller, but let's be honest - text compresses well, so the difference isn't really noticeable for redirected downloads.

Quote:

Originally Posted by Feralidragon

Trial and error is sometimes better than any tutorial, because we learn how it works for ourselfs, which kills any doubts about anything

Hmm, it seems that the linux sound driver in that UT version doesn't the boltrifle emp explosion sound...
They work with the default Galaxy from the windows version perfectly fine though... not sure what I can do about that.

It's that the only sound giving you trouble? If so, I may be able to check in what it differs from the others and attempt to fix it.

You learn UnrealScript mainly by reading other people's code. Removing code without an important reason (download size reduction and lack of helpfulness are not important in that sense) is extremely antisocial IMHO. Sure, without the source code the package is smaller, but let's be honest - text compresses well, so the difference isn't really noticeable for redirected downloads.

Quote:

Originally Posted by Feralidragon

Trial and error is sometimes better than any tutorial, because we learn how it works for ourselfs, which kills any doubts about anything

Thanks iloveut99, and yeah, that's why you guys may see NWClientExit| on some keybinds, is to ensure that whatever way you exit the game, I can restore your render ZRangeHack property to what it was initially so you don't see any differences when playing with NW3 or anything else.

Probably is a bit intrusive, but almost all admins use mods that write tons of keybinds to the user.ini anyway, but I am going to put this in the FAQ later, but it shouldn't affect any keybinds functions themselves at all, it just makes the user.ini to have a few extra bindings to ensure that the mod works fine visually everywhere.

If you want to disable the writing of those bindings, you can always go to Nali Weapons 3 Client Settings (in the Mod menu) and in the Weapons tab, there's the "Z-Buffer Manager" setting (or something similar, not sure anymore) and you can set it to none, but then the glow effects on the weapons and a few other things may not work as desirable graphically.
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On a side note, I am going to re-release the pack in the next few weeks due to a few bugs and I will take the advantage of this to include the full docs in it as well some bonus content (not weapons, just mutators and extra settings, probably new modifiers although it's not guaranteed).

So if you have any bugs to report or settings you wanted to see there or anything essential you think I should add to the docs (besides how to setup a NW3 server, summon commands, ini settings, automatic keybindings and the like, since obviously those are going to be there), please do so since the next release may as well be the last and final one relative the main mod (bonus packs may come later, but I don't want to re-release the entire pack more than once).

Ok, thanks for the report.
If there are any other sounds with the same error, please report.

That sound may have a different bitrate or something else along those lines. Anyway, I will look into the sound itself and try to fix it. Hopefully it's the only sound that way (I would like this to work under linux too).